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-   -   Cg modeler (https://www.subsim.com/radioroom/showthread.php?t=165253)

HELLISH1 03-17-10 01:01 PM

Cg modeler
 
Hi all. I'm a novice model builder, and I'm looking for new models to build for sh4. I've done lots of ships and cleaned up most of the models of the game. Looking for some projects to do. If you have one please e-mail me.
donhector29@yahoo.com. Thank you:rock:
http://www.subsim.com/radioroom/C:\U...lish\Documents

tater 03-17-10 06:14 PM

http://www.subsim.com/radioroom/showthread.php?t=117422

http://www.subsim.com/radioroom/show...t=ships&page=4

Welcome!

tater 03-22-10 12:51 PM

The japanese invasion forces had some purpose built ships to carry landing craft, but very few. Most were converted merchants. Once again, mostly from Iwashige-san's awesome site:

http://ww6.enjoy.ne.jp/~iwashige/modellist.htm


http://ww6.enjoy.ne.jp/~iwashige/kinkamarumod.jpg

http://ww6.enjoy.ne.jp/~iwashige/notomarumod.jpg

http://ww6.enjoy.ne.jp/~iwashige/zenyomarumod.jpg

http://members.spinn.net/~merrick/Stuff/MLC_A.jpg

tater 03-22-10 12:59 PM

The only purpose-built ship with a novel design (as a one of a kind, not terribly useful, IMO):
http://ww6.enjoy.ne.jp/~iwashige/shinshumarumod.jpg

They built other freighters with landing craft in mind, but they were basically regular ships, nothing like the very specific design above.

http://ww6.enjoy.ne.jp/~iwashige/kozumarumod.jpg

http://ww6.enjoy.ne.jp/~iwashige/mayasanmarumod.jpg

http://ww6.enjoy.ne.jp/~iwashige/taimeimarumod.jpg

tater 03-22-10 01:18 PM

Extremely useful (and COMMON) smaller, coastal merchants entirely missing from SH4:

"Fox Tare Dog" types (under 1000 tons, but look just like larger ships, leading to confusion):

http://members.spinn.net/~merrick/Stuff/FTD2.jpg

"Sugar Baker Sugar" types (like Fox Tare Dog, but engines aft):
http://members.spinn.net/~merrick/Stuff/SBS.jpg

"Sugar Charlie Sugar" — Steel Sea Trucks. VERY common.
http://members.spinn.net/~merrick/Stuff/SCS1.jpg

tater 03-22-10 01:20 PM

"Sugar Dog" — Wooden Sea Trucks (many hundreds or thousands built).
http://members.spinn.net/~merrick/St...sea_trucks.jpg

http://members.spinn.net/~merrick/Stuff/SD1.jpg

http://members.spinn.net/~merrick/Stuff/SD2.jpg


Overview:
http://members.spinn.net/~merrick/St...o_carriers.jpg

Hitman 03-22-10 01:22 PM

Wow excellent, someone with skills in modelling and a will to help:yeah:

What this game needs most in my opinion is MERCHANTS, MERCHANTS, MERCHANTS ...

Just pick the existing ones and combine parts of them, or model many like those rightfully pointed out by keltos. But as many as you can produce is the best thing that can happen to the game :salute:

tater 03-22-10 02:04 PM

Kaibokan (Japanese ASW ships, AKA, "Coast Defense" (CD) ships). The CD designation is then followed by a letter related to the sub type, though they were all similar.

CD-A "Etorfu". The Etorfu Class was an improved version of the Shimushu Class before it. A model of this would work for both. (17 hulls built):
http://i121.photobucket.com/albums/o.../escort-16.jpg


CD-B "Nomi" (a Mikura Class Kaibokan):
http://www.ww2shots.com/gallery/d/18...shots-navy.JPG

CD-B "Ukuru". Ukuru was an improved Mikura Class, again, 1 model does both (37 total hulls built):
http://i121.photobucket.com/albums/o...64C94054F1.gif

CD-C: Nothing here, but the C and D only differ in the specifics of propulsion, and the stack (which was shorter than the CD-D diagram below, and slightly wider). The D's used a 1-shaft geared turbine, and were given even numbers (CD-2, CD-4, and so forth), the Cs had 2-shaft geared diesels and were given odd numbers. There were 132 DC-Cs ordered.

CD-D (143 units ordered):
http://i121.photobucket.com/albums/o...8E300363F0.gif

Many of the CD-C/D types were actually built. Over 100. By far the most common ASW asset of the war. Add in the similar A and B types and we have HUNDREDS of missing escorts—more than all the IJN DDs in services combined.

VERY needed (I made some erzatz versions that are "close enough" but the real thing would be cool to see).

After this, Matsu Class DEs would also be neat to see (28 hulls). These were quite decent escorts.

tater 03-23-10 12:00 AM

I have Matsu top, side, and hull cross sections, BTW, as well.

tater 03-24-10 06:31 PM

The CD Type C and D are great candidates.

CD-D (tall stack):
http://i121.photobucket.com/albums/o...4/823324a7.jpg

CD-C (short stack)
http://i121.photobucket.com/albums/o...4/b36b8008.jpg

CD-D plans:
http://i121.photobucket.com/albums/o...8E300363F0.gif
The cross sections for the hull match the + marks between the plan and elevation. Left side is stern, right is bow.

HELLISH1 03-24-10 09:57 PM

Excellent pics, by the way, and I will get started. And as far as the post below about just grabing merchant ships, and swaping parts, That not what I'm here to do. What I want to do is make realistic ships, or naval items.:salute:

tater 03-24-10 10:27 PM

Quote:

Originally Posted by HELLISH1 (Post 1332577)
Excellent pics, by the way, and I will get started. And as far as the post below about just grabing merchant ships, and swaping parts, That not what I'm here to do. What I want to do is make realistic ships, or naval items.:salute:

On merchant ships, creating the ship such that the deckhouses, masts, kingposts, gun platforms, ventilators, etc are separate objects is NOT unrealistic.

The Japanese merchant marine was characterized by a wide variety of ships. Even "standard type" merchants were in fact built by different yards to different specs, and it would have been rare to see two, identical jap merchants. Even looking at Iwashige's site, you can see sister ships with such alternate gun platforms, etc that they are barely distinguishable as sisters.

So the ability to take a single hull, and make the tiny changes needed to realistically make her 5 sisters would be both useful AND realistic.

Also, there is the realism of gameplay. A ship has a mast 7 meters taller than her sisters, but her sisters are in the ONI guide the sub skipper is using to target her... his range will be off. Add to this that jap ships intentionally altered their masts, etc to be at variance from their Llyods registry...

On warships, BTW, things like radars would also be useful to keep as separate objects. Then they can be placed using the eqp file and change over time (early models with NO radar, then at whatever date it appears).

Ditto things like lifeboats. Separate objects lend som flexibility for altering appearance.

Another possibly cool idea would be to have a couple alternate superstructures and gun tubs. Some plain metal, others with sandbags that were commonly (but not always) added. That would eb WAY coool. A way would be top make sandbag objects that could be placed in the EQP files.

Would be neat to see some looking more as they were in real combat...

This is Etorfu, but it shows the ersatz splinter protection (sand bags) on the front gun shield and bridge:
http://i121.photobucket.com/albums/o.../escort-16.jpg

Also, note the 2 horns on the mast just behind the bridge. That is a type 22 radar. The object already exists in SH4. I'd not do the guns, either, as many are already well built in stock SH4 and get added with the eqp file anyway. Abaft the rear mast, partially blocking the flag, is the Type 13 radar rig. Again, this object is already in Sh4, and can be applied to the model in the EQP file at the date it comes along.

You can see the Type 22 on this "kitbash" CD I built using parts already in game:
http://i121.photobucket.com/albums/o.../SH4/CD-C2.jpg

HELLISH1 03-24-10 11:20 PM

Tater, can you send me the dat. file of that ship, so I can show you how I remodel the ships structure. It will give it a better look and more real feeling. Please send it to my e-mail.:rock:
and what I meant by swaping parts is, if the part doesnt look like the pic, i can alter it, or build a new one. And yes, I'm well aware, about making seperate objects from the ship mesh.

tater 03-25-10 12:28 AM

I knopw what you mean for warships in particular. When I was talking about swapping masts on merchies it was because with all the thousands of merchies they built over 1000 tons, the biggest single "class" was only a couple dozen ships or so. The bulk of the rest were 1s, 2s, or 3s---and even those were different from each other.

So a "generic" MFM, counter stern based on a REAL ship with a couple alternate masts, etc might well allow making dozens of different ships.

For example:

http://members.spinn.net/%7Emerrick/Stuff/24MFM.jpg

The 2d ship there, there are 6, and 22 more that are "similar". In addition, there are more MFMs that are close enough that she'd be a reasonable "fill-in" sionce there is no way we'll ever have 1000 classes of mid sized jap merchies :)

keltos01 03-25-10 03:21 AM

what about a Kaidai 7 submarine ?

see the IJN blueprint thread.

we'd also need more allied ships, especially those little ones sunk in the Australian waters

keltos


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